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A plea for a return to DA:O art style


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#551
upsettingshorts

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That's the point.

It's not that it's "incongruous," it's that it's arbitrary.

Rogues doing gymnastics? Unacceptable.

Fireballs? Acceptable.

Ultimately, I think it's fine to be arbitrary, as long as it's acknowledged that's precisely what we're being.  

Modifié par Upsettingshorts, 13 janvier 2013 - 08:50 .


#552
In Exile

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Upsettingshorts wrote...
Fireballs? Acceptable.
 


It's not even the fireballs. It's that you can use multiple fireballs and everyone is fine. In fact, by drinking enough potions poultices (I never get tired of that joke), you can be hit with an infinite amount of fireballs.

The high dragon set Alistair on fire, chomped him in its mouth, and threw him around the battlefield, but he drank enough magical potions so he was perfectly fine with absolutely no ill effects.

#553
upsettingshorts

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I understand, I was just going with shorthand. But your elaboration is well taken.

#554
In Exile

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Upsettingshorts wrote...

I understand, I was just going with shorthand. But your elaboration is well taken.


It's cool. I just wanted to point out that we're being very charitable to people, and it's not a magic = immediately unrealsitic argument.

If a fireball was like a grenade, then it could be much more realistic. But it's like having a top-down modern warfare game, where abilities include "shrapnel grenade" and it only does 25% damage to your party, and everyone "applies medkit" and they're fine if they walk over a mine.

#555
Wulfram

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What I dislike is getting the impression that the characters are putting on a show, rather than defeating their enemies in the most efficient way possible. Which backflips and suchlike do.  edit:  As to be fair did some of the kill moves in DA:O - I was never keen on the dual wielding decapitation move for similar reasons.

I also dislike the way some of the movements are animated, which feels very artificial. Jade Empire, for example, has the showy movements, but they move like people. Preternaturally skilled acrobat people, but still people.

Modifié par Wulfram, 13 janvier 2013 - 09:05 .


#556
Noviere

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I think the re-designed genlocks in DA2 felt more dwarf-like in that they were like.... hulked out dwarves. The DAO ones felt silly... like gremlins/goblins.

I thought it was weird that ogres were blue in DAO... It felt like they were designed before Bioware came up with their origin.

I think having a somewhat unified style to the darkspawn is important. I just hope they make the hurlocks less goofy, and more intimidating.

#557
Pseudo the Mustachioed

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Wulfram wrote...

What I dislike is getting the impression that the characters are putting on a show


It is a show. Video games are entertainment media.

Modifié par Pseudocognition, 13 janvier 2013 - 09:08 .


#558
Addai

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In Exile wrote...

Point out where the rot is:

Blackened flesh, rotting teeth.  That, to me, is a more credible outcome of the process Hespith describes than lily white creatures.

Of course, now it's been retconned and in Asunder they are "pasty white."

More importantly, since the horns are kept but DA:O Qunari don't have them, what's the deal with then getting horns?

Since qunari are described as horned giants in the lore, I had no problem with their redesign in DA2.

I'm sorry for your inability to reason: my condolences.

The argument is in reverse: it's if you've gorged on the whole tin, acting as if eating one more cookie will be an incredible betrayal of your diet is absurd.

The tin is the gameplay, then cookie is the aesthetic.

Ho ho, such wit.  And since this discussion is boring and going nowhere, I won't even bother to go back and reiterate my question, which was born of sincere puzzlement at your assertions.  It's not worth my time.

#559
hussey 92

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Dhiro wrote...

I hope they keep DA II's art style.

aka, ME's art style.

#560
Potato Cat

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In Exile wrote...

Explain to me how the corruption gives dwarves pointy ears.

More importantly, since the horns are kept but DA:O Qunari don't have them, what's the deal with then getting horns?


They aren't corrupted dwarves. They are the children of a corrupted female dwarf.

And the was one real Qunari in DAO and that was Sten. He still doesn't have horns. Most Qunari do have horns however so Ogres get horns. Besides, the Qunari were always supposed to be a horned race so it still makes sense.

#561
Herr Uhl

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hussey 92 wrote...

Dhiro wrote...

I hope they keep DA II's art style.

aka, ME's art style.

In what ways are they similar?

#562
In Exile

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Wulfram wrote...

What I dislike is getting the impression that the characters are putting on a show, rather than defeating their enemies in the most efficient way possible.


The problem is that combat is much messier than our engines can show. Realistic combat, IMO, requires much better colision detection than we currently have. Sten shouldn't just stand there and switch his 2Her like a baseball bat until a genlock falls prone.

Addai67 wrote...
Blackened flesh, rotting teeth.  That, to me,
is a more credible outcome of the process Hespith describes than lily
white creatures.


Have you seen what a human corpse looks like, even as it rots?

Since qunari are described as horned giants in the lore, I had no problem with their redesign in DA2.


Neither do I, but this was about DA:O.

Ho ho, such wit.


Was I the one that replied with "This is the sort of reasoning that says because I ate a cookie I might as well gorge the whole tin"?

I won't even bother to go back and reiterate my question, which was
born of sincere puzzlement at your assertions.  It's not worth my time.


Read it again: I've already explained (and so has Shorts).

#563
In Exile

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Elfman wrote...
They aren't corrupted dwarves. They are the children of a corrupted female dwarf.


How does that lead to pointy ears? It's just an incoherent stylistic point, using the iconic feature of elves on dwarf darkspawn.

And the was one real Qunari in DAO and that was Sten. He still doesn't have horns. Most Qunari do have horns however so Ogres get horns. Besides, the Qunari were always supposed to be a horned race so it still makes sense.


Technically, in DA:O no qunari had horns (originally they did, but that was cut) , and then it became a mixed back so as not to retcon Sten.

#564
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Basically, all of my art/style wishes boil down to this: find a middle ground between DAO and DA2.

#565
Wulfram

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Pseudocognition wrote...

It is a show. Video games are entertainment media.


And I find it more entertaining if the characters act like winning the supposed life or death struggle they're engaging in actually matters more to their characters than whether or not they look cool.

#566
Wulfram

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Noviere wrote...

Basically, all of my art/style wishes boil down to this: find a middle ground between DAO and DA2.


My wishes would be to find a middle ground between DAO and something good.

#567
upsettingshorts

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Wulfram wrote...

Noviere wrote...

Basically, all of my art/style wishes boil down to this: find a middle ground between DAO and DA2.


My wishes would be to find a middle ground between DAO and something good.


That's exactly how I'd describe DA2.

A middle ground between DAO and something good.

Modifié par Upsettingshorts, 13 janvier 2013 - 09:23 .


#568
jillabender

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Personally, I liked some things about DA2's art style. I liked that the designs for clothing and armour were more varied and colourful than in DA:O, and I liked that the body models for humans looked more lifelike (although the latter, strictly speaking, probably has more to do with the graphics capabilities of the engine than with the art style per se).

But I don't personally care for the environment design in DA2. Granted, the art style in DA:O, while fine, is nothing spectacular. But I find that, compared with the environments in DA:O, the environments in DA2 feel more like backdrops, rather than environments that the characters actually exist within. Some of them are quite pretty backdrops, but they still feel like backdrops.

I think it's partly because many of the environments in DA2 have too much empty space to feel lived-in. For example, the Dalish Camp in DA2 is conveyed by little more than a few elves standing around a campfire, and a few aravels that don't really look large enough to serve as mobile homes.

I recognize that my criticisms of the environments in DA2 probably have more to do with the time constraints the designers had to work under than with conscious choices about art style, but I find it a bit hard to see past them. It would be much less of a problem in a less cinematic game, but in a cinematic game like DA2, it takes away from the atmosphere - at least for me.

So, I'd have to say that while I admit that many of the conscious choices about art style in DA2 (like the brighter colours and lighting) were for the better, I wasn't sold on the overall visual look of DA2. But I'm confident that, since the developers will have more time and resources to work with, my problems with the environments in DA2 won't repeat themselves in DA3.

Modifié par jillabender, 13 janvier 2013 - 10:18 .